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_Sanctus_

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  1. If i had to choose i would take Get My Love. But that's me. If you want a neutral environment, leave out the music, use ingame sound or let's hear your own voice. But like i said before, music is not a k.o criteria. If i want music for my taste i mute youtube and listen to my own while watching. Don't bother to much 😉
  2. I would love to apply for one of those positions but (right now) i don't feel like im fully able to. One of the reasons i left the mentioned project is, my privat life is somewhat unstable and that's why i want to put most of my energy into it. A project like this needs a lot of love, attention and dedication, i simply don't want to be a half-baked person who carries his status around more than actually being around. It's not so much of a problem to throw in some input now and then, i wouldn't like myself very much when I cannot give as much as such an endeavour deserves. However, i just updated my first post (Faction Challange). Feel free to leave any kind of feedback.
  3. Thanks for the reply. Do you have something specific in mind? "Deficiencies" is a term with a very wide spread. If you give me a direction i will throw in some ideas and edit my first post. Besides that im going to update my first post with other things anyway. Feel free to take what you need.
  4. It's Skylord Reborn. Sooooo...yes!? ðŸĪŠ Jokes aside. No unnecessary debauchery, easy to understand. That's important. Music is just a matter of taste, no k.o criteria. Im pretty sure if he does it with my kind of music others will complain about MY music. Just mute and watch.
  5. Quick and dirty. Great video, awfull music 😅
  6. Hello everyone, first of all I would like to introduce myself and give you an insight into my world of thoughts. Some of you may already know me from Discord as StormbornXL. Just like most people, I already played Battleforge at EA before I became aware of the Skylords Reborn project before the re-release and of course started playing again. It's unbelievable what you can achieve when you have a vision in your mind's eye, the willingness to work hard for it and of course people around you who also embody these qualities. From fans for fans has always been a kind of love for me personally that you don't find very often in the industry these days. The best games have always been precisely those that, at their core, aim to present the player with a world in which one can immerse oneself body and soul and switch off from everyday life. The focus is not on generating the maximum possible profit with gameplay that is average at best and suitable for the mainstream, but on engaging the player with heart and soul. It was in 2002 when I came across a rather unknown MMORPG in the style of Ultima Online that gave the player various creative freedom of choice in the development of the character. The publisher of this game was one day taken over by a large corporation and shortly afterwards it fell victim to the turnover issue and was sold off. From the point of view of profit, this may have been a correct business decision - after all, we didn't have a huge fan base - but for the fans who had put their heart and soul into the game, this was of course a bitter slap in the face. From one moment to the next, the servers were finally shut down. Some time later, however, former players managed to get the German exclusive rights and breathe life back into the game under a new operator. With the irrepressible will to maintain it and to offer the fans something, the servers went online and not much later I joined the team. First as a tester, then as a developer, until I finally even took over full creative freedom as lead developer, and that completely without any knowledge of a programming language. I got to know the in-house tools and eventually mastered them so well that no one asked me whether I could program or not. Although it would have been quite helpful in other areas (server, scripts, DLL), most of it was done using said tools and editors. For a little over 6 years I was at the forefront of content development and game design for nothing more than a warm handshake as a thank you. So I can understand very well how much effort and dedication is behind such a project and that without any economic profitability. Pure fanservice, from fans for fans. One is grateful for any help, any feedback (if it is constructive) that might open up a different or new perspective. That is what I would like to initiate here. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Maps and faction-specific content. As we all know, each faction has its own peculiarities and subtleties. For example, Nature can come up with many useful regenerative abilities, Fire with targeted or increased damage, Frost with control and defence, while Shadow often uses its creatures to gain advantages. The principle is wonderful, but EA rather shone with minimalism at the time. The concept is good in approach, but unfortunately offers very little in depth or breadth in terms of interlocking mechanics or themes. What I mean by this is something I briefly touched on in Discord the other day, see the following... Phantoms Desire (Amii-Spell / modified example) Creates 1 duplicates of an Amii-Unit that deals only 10% of the damage and has only 25% of the target unit's health. When cast on an Amii Phantom, the bonus is doubled. Just for example and my point of view, don't nail me down on this particular example. First and foremost, it should clarify what I want to achieve and where the journey could go. I'm talking about special mechanics that give a faction or individual cards even more uniqueness. Every faction or card can, should and must feel different, which is good and important for replayability and above all for diversity. I am almost certain that certain cards are used extremely often because they are simply without alternative in order to cope with various things or because they simply perform exceptionally well. This is neither good nor bad for a snapshot at first, but in the long run it is monotony that can quickly drift into boredom. My thoughts are not about turning the meta upside down or creating a new one, but about finding ways and solutions to complete the playable content in an alternative and, of course, fun way. In my example, I have combined two ideas in one card. On the one hand, the spell can only be applied to the Amii faction, and on the other hand, a single card gains specialness because it additionally benefits from this spell. If one expands the principle further, possibilities of a theme-specific play style arise without completely breaking with the philosophy and characteristics of a faction. By this method it would then also be somewhat favourable to balance, because these cards then do not have an effect on the entire spectrum, but on a smaller scale within the colours that can be combined in the deck. Here is another example... Brannoc's Inferno (global) All fire units cause an explosion when they die, which damages enemies in a small radius. The area of effect of the explosion increases if Brannoc is on the battlefield. In this example, Brannoc could be incorporated into a fire deck to create a theme. The spell would only work on units that only need fire orbs. Again, just an example to illustrate the principle. Actually, I was planning to write some more examples, but maybe it would make more sense to see what you think first. If necessary, I can intensify the whole thing. Since im in love with the Amii-Faction and Style, I would first put my focus on this one. Feel free to ask for other factions as well. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Faction Challange Today I would like to talk about the possibility of faction challenges. Each of us has certain factions or cards that we have come to love for different reasons. Some of us play only one faction, others several, others simply all of them. We have developed strategies or follow ideas from our fellow players and we all have a lot of fun with it. Why not take it to the next level and create a new kind of challenge? Are you the master of your element? Can you lead your favourite or maybe even all factions to victory even under the toughest conditions? Can i hear a hell yeah!? My idea is as follows. New missions are created for all factions. First with the basic ones like Fire, Frost, Nature and Shadow. All of them have several stages with which a certain goal has to be reached. The goal should be to also use those cards that otherwise have a rather shadowy existence and are used less. The aim is to use the full spectrum of a faction so that the purpose of the exercise is fulfilled. Master your element! I'll leave it for the time being how many stages this could take place in. First of all, it should be about the idea itself. Each level will challenge the player more, we start easy and get harder and harder. Each mission with a different goal. The whole thing with fixed decks, as is the case with the tutorial deck, for example. You could either consider a certain reward per completed level or only when you have successfully completed all of them. Random upgrades for the faction would be wonderful as a reward here, because they are theme-related. So it would be an additional source for certain upgrades so that you don't have to rely only on the campaigns. Alternatively, one could also think about giving out splinters for the Reforge system, as they can eventually be redeemed for mini-boosters. Another possibility would be, if you want to create a gold sink, that each level must first be unlocked with gold. In return, the rewards, whatever they may be, would be somewhat better. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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